vladislavbelov Posted May 6, 2020 Report Share Posted May 6, 2020 On 5/5/2020 at 6:51 PM, jeromescherer said: system_info.txt So you'll see how my computer sucks as well Thank you! By the way, the game is pixelated only with the mod? Quote Link to comment Share on other sites More sharing options...
Sequani Posted May 6, 2020 Report Share Posted May 6, 2020 25 minutes ago, vladislavbelov said: Thank you! By the way, the game is pixelated only with the mod? I only had the problem once with the mod yes. Quote Link to comment Share on other sites More sharing options...
badosu Posted May 6, 2020 Report Share Posted May 6, 2020 21 hours ago, nani said: Chat text position and size preferences Seems like a worthy patch? Quote Link to comment Share on other sites More sharing options...
nani Posted May 7, 2020 Author Report Share Posted May 7, 2020 20 hours ago, vladislavbelov said: Thank you! By the way, the game is pixelated only with the mod? 20 hours ago, jeromescherer said: I only had the problem once with the mod yes. Yes. Is most probable something to do in FXXA after the edge detection stage code and probably also happens with the fxxa committed recently (I cant test it though). 20 hours ago, badosu said: Seems like a worthy patch? I don't think so. Quote Link to comment Share on other sites More sharing options...
badosu Posted May 7, 2020 Report Share Posted May 7, 2020 1 hour ago, nani said: I don't think so. I don't know, I remember someone making a mod just to have a custom font. Customizing font and chat display seems like a core feature. Anyways, just a suggestion Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted May 7, 2020 Report Share Posted May 7, 2020 2 hours ago, nani said: Yes. Is most probable something to do in FXXA after the edge detection stage code and probably also happens with the fxxa committed recently (I cant test it though). It'd be useful to understand on which step that pixelization effect appears. Quote Link to comment Share on other sites More sharing options...
Sequani Posted May 7, 2020 Report Share Posted May 7, 2020 1 minute ago, vladislavbelov said: It'd be useful to understand on which step that pixelization effect appears. From my point of view, it's when I'm in an actual game. If you want, I can reproduce the bug for you and give you files you need (if there is something I can find on my computer). Quote Link to comment Share on other sites More sharing options...
nani Posted May 7, 2020 Author Report Share Posted May 7, 2020 (edited) 1 hour ago, jeromescherer said: From my point of view, it's when I'm in an actual game. If you want, I can reproduce the bug for you and give you files you need (if there is something I can find on my computer). I would need to have an Intel HD graphics card given this issue is driver/graphics card dependant. Edited May 7, 2020 by nani Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 7, 2020 Report Share Posted May 7, 2020 If you have a laptop with a dedicated gpu, you can just tell it which card it should use. Quote Link to comment Share on other sites More sharing options...
nani Posted May 7, 2020 Author Report Share Posted May 7, 2020 (edited) 1 hour ago, vladislavbelov said: It'd be useful to understand on which step that pixelization effect appears. Do you have some Intel HD lying around to try to test it? To know which step we need someone who knows some basic glsl with intel hd Edited May 7, 2020 by nani Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted May 8, 2020 Report Share Posted May 8, 2020 16 hours ago, nani said: Do you have some Intel HD lying around to try to test it? To know which step we need someone who knows some basic glsl with intel hd You might create a debug version of your mod, where you can disable some effects or create multiple mods where different effects are disabled. Quote Link to comment Share on other sites More sharing options...
Elinvention Posted May 13, 2020 Report Share Posted May 13, 2020 The auto-snapping feature doesn't work for me. Without pressing anything I don't see the auto-snapping, but when I build it does unexpectedly snap. If I set autociv.session.snaptoedgeOff.invert = "false" it works as expected (but I have hit the Alt key to disable snapping). Otherwise thanks for this mod. 1 Quote Link to comment Share on other sites More sharing options...
nani Posted May 14, 2020 Author Report Share Posted May 14, 2020 5 hours ago, Elinvention said: The auto-snapping feature doesn't work for me. Without pressing anything I don't see the auto-snapping, but when I build it does unexpectedly snap. If I set autociv.session.snaptoedgeOff.invert = "false" it works as expected (but I have hit the Alt key to disable snapping). Otherwise thanks for this mod. Then what is the issue at hand :D? Quote Link to comment Share on other sites More sharing options...
Elinvention Posted May 14, 2020 Report Share Posted May 14, 2020 It's a bit difficult to write... the issue is that it snaps without showing it and when I don't press Alt. Maybe a video would show it better? 1 Quote Link to comment Share on other sites More sharing options...
Elinvention Posted May 14, 2020 Report Share Posted May 14, 2020 I made a video that hopefully shows the issue: https://cloud.elinvention.ovh/f/2b230e6a40c6439aabb0/ 1 Quote Link to comment Share on other sites More sharing options...
nani Posted May 15, 2020 Author Report Share Posted May 15, 2020 version 0.16.10 Fix: snaptoedgeOff.invert bug fix when placing a building. thx @Elinvention (I forgot to add a function call somewhere in the code) Quote Link to comment Share on other sites More sharing options...
Elinvention Posted May 23, 2020 Report Share Posted May 23, 2020 Thanks for this fix. However there is still a bug: the snap doesn't occur for some directions. Like if you place a house, then another east or west from the previous one, it doesn't snap. All other directions are fine. 1 Quote Link to comment Share on other sites More sharing options...
nani Posted May 23, 2020 Author Report Share Posted May 23, 2020 57 minutes ago, Elinvention said: Thanks for this fix. However there is still a bug: the snap doesn't occur for some directions. Like if you place a house, then another east or west from the previous one, it doesn't snap. All other directions are fine. Yes, its known, the snapping feature was implemented @vladislavbelov and the code grabbed is the first version and not the final added in a24, the final one doesn't have this problem, I just made it compatible with a23. A24 will have the official snap feature which is the improved final one but we must wait for the release or try svn version. If you see here https://code.wildfiregames.com/D2079 you can observe I used the first revision in the history tab of the diff, cheers Quote Link to comment Share on other sites More sharing options...
nani Posted May 25, 2020 Author Report Share Posted May 25, 2020 version 0.17.1 Add: Minimap flare. Press Alt + Mouse right click on top of the minimap to send a flare signal to allies*. Only one flare can be shown at a time. Observers cant send them.* Will only be visible to people who also have the mod 2 Quote Link to comment Share on other sites More sharing options...
ffffffff Posted June 4, 2020 Report Share Posted June 4, 2020 On 5/1/2020 at 8:58 PM, nani said: Fix: Disable "post-porcessing" i want post-processing without ur mod fxaa :{ 1 Quote Link to comment Share on other sites More sharing options...
nani Posted June 5, 2020 Author Report Share Posted June 5, 2020 38 minutes ago, go2die said: @nani How to include into alt+s also healers ? "hotkey.autociv.session.entity.by.class.select.(Soldier|Siege|Dog)&!Ship": "Alt+S", add "Healer" class (disable the old one) "hotkey.autociv.session.entity.by.class.select.Healer|(Soldier|Siege|Dog)&!Ship": "Alt+S", Quote Link to comment Share on other sites More sharing options...
nani Posted July 13, 2020 Author Report Share Posted July 13, 2020 On 6/19/2020 at 12:31 PM, go2die said: FIY Shift+Tab is also used in fgod to "change status bar" so there is little collision. I recommend to simply remove fgod shortcut as autociv seems to be more used then static setting for fgod (also possible to turn on/off in options) hotkey.session.playerstatsoverview = "Shift+Tab" vs hotkey.autociv.session.minimap.expand.toggle = "Shift+Tab" wasn't Ctrl + Tab? Quote Link to comment Share on other sites More sharing options...
Jake L Posted July 30, 2020 Report Share Posted July 30, 2020 How difficult would it be to add hotkey support for the order of keys pressed? For example, the combination Z+X does something different than pressing X+Z. Secondly, would it be practical/possible to assign duplicate hotkey combinations to some kind of array? For instance, a user could assign the placement of all civ-economy buildings to B+N, all military buildings to B+M, and all other buildings to B+L. In the game, pressing B+N once, when a worker is selected, brings up a house to place. If the building remains selected, but the foundation has not been placed yet, pressing B+N again, switches the building to be placed from the house to the storehouse, then; Farmstead, Field, Stables, and Dock, (assuming all were assigned the same hotkey combo), until the building is placed or action canceled. The change would make the hotkey mod more "Accessibility" friendly. I'm not severely limited, but have chronic damaged postural back muscles from suv vs bike at highway speeds, circa 2014. Ideally, for me, all key combinations I need would be within reach of the left hand 'F index' position. There are 24 standard keys (123456qwertyasdfghzxcvbn) I can reach easily, along with shift, control, alt, and space. If just the six keys of the left bottom row (zxcvbn (US english)) were fully available to any 2, 3, or 4 (finger) key combination, there are 50 possible combinations. I imagine that is more hotkeys than most people regularly use. If there were also array like assignments to a single key combination, every hotkey feature would be possible with just 6 keys. Regardless, thanks for the ability to modify the hotkeys. It really helps. -Jake 1 Quote Link to comment Share on other sites More sharing options...
Lenhes Posted August 5, 2020 Report Share Posted August 5, 2020 (edited) Hi, the idleonly, idleunit, idlewarrior and idleworker hotkeys doesnt work for me, I tried with different keys and I even tried uninstalling the mod but it doesnt work. I only use fgod and balanced-maps mods. Edit: Now its working I only had to clear the selection.nowondedonly and without that hotkey everything was perfect. Edited August 8, 2020 by Lenhes 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 5, 2020 Report Share Posted August 5, 2020 43 minutes ago, Lenhes said: Hi, the idleonly, idleunit, idlewarrior and idleworker hotkeys doesnt work for me, I tried with different keys and I even tried uninstalling the mod but it doesnt work. I only use fgod and balanced-maps mods. What kind of keyboard do you have? You might need to remap them. Quote Link to comment Share on other sites More sharing options...
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